Term |
Age |
History |
---|
1 |
18 |
Entered Colonial Upbringing. |
1 |
22 |
Suffered a deep tragedy. |
1 |
27 |
Failed as a colonist. |
2 |
27 |
Became a Agent (Intelligence). |
2 |
28 |
Established a network of contacts. Gain 2 contacts. |
2 |
31 |
Promoted to Agent (Intelligence) rank 1 with the new title Agent. |
3 |
31 |
Continued as Agent (Intelligence). |
3 |
33 |
Life ruined by a criminal gang. Gain the gang as an Enemy |
4 |
33 |
Failed to qualify for Merchant Marine (Merchant). |
4 |
33 |
Became a Drifter (Barbarian). |
4 |
35 |
Earle Alardice run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
5 |
35 |
Became a Rogue (Enforcer). |
5 |
39 |
A police detective or rival criminal forces Earle Alardice to flee and vows to hunt Earle Alardice down. Gain an Enemy. |
6 |
39 |
Switched to Drifter (Wanderer). |
7 |
43 |
Continued as Drifter (Wanderer). |
7 |
47 |
Nearly killed. Fully recovered. Owe 25,000 for medical bills. |
8 |
47 |
Failed to qualify for Explorer (Scout). |
8 |
47 |
Submitted to the draft. |
8 |
47 |
Became a Merchant (Merchant Marine) with the new title Crewman. |
8 |
51 |
Good fortune |
9 |
51 |
Continued as Merchant (Merchant Marine). |
9 |
54 |
A good deal ensures Earle Alardice is living the high life for a few years. |
9 |
55 |
Forced to muster out. |
10 |
55 |
Became a Believer (Missionary/Humanitarian) with the new title Junior Project Worker. |
10 |
59 |
Earle Alardice aid a follower back to the True Path but this angers a friend or relative. Gain an Enemy. |